<ul><li>Difficulty of integrating teams at Q, Phantagram, MGS - English, Japanese, Korean - tough on translators...
</li><li>Over 100 people and 10 companies to make N3!
</li><li>"Like falling in love" - Mizuguchi
</li><li>Shared vision with Miz a surprise for Sangyoun Lee
</li><li>The key to collaboration is management - Miz
</li><li>Specific involvement of Mizuguchi
<ul><li>Timeframe for the game to come to western markets
</li><li>Localisation for western version already prepared
</li><li>Background to the game, story, war etc
</li><li>All characters have history, friends, background...
</li><li>Playing from all characters point of view, not one-sided
</li><li>Over 60 minutes of motion cap - like interactive movie
</li><li>"In game cinema is quality of prerendered"
</li><li>Number of levels, diversity of stages etc
</li><li>Depth of gameplay system - customisation of attacks, items etc
</li><li>Variety in enemies - different and/or identical kind?
</li><li>Sound not as integral to game as previous Miz games - or it it?
</li><li>Gameplay design based on classic 2D shooters like R-Type
</li><li>N3's music composer - from Istanbul, lives in LA, young, talented
</li><li>CPU power used for each enemy having its own AI
</li><li>Further optimisation plans?
<ul><li>"I didn't want to make a war game 5 years ago but 9/11 changed a lot - we can't stop war, fighting is in the DNA of a human being" - Miz
</li><li>"Perfect 360 dev compilers won't exist for another year" - Lee
</li><li>When to stop perfecting game optimisation?
</li><li>Past experiences of starting and managing own game companies for Miz and Lee
</li><li>"Being CEO and Director of major project at same time and doing it properly is not possible!" - Lee
</li><li>Mr Lee beaten at own game!
Uploaded by Andrew Armstrong on